Texture2D mappedSrv;
SamplerState ss;

struct PixelIn
{
	float4 pos : SV_POSITION;
	float2 tex : TEXCOORD;
	float fogFactor : FOG;
};

float4 PS(PixelIn pin) : SV_TARGET
{
	float4 texColor = mappedSrv.Sample(ss, pin.tex);
	float4 fogColor = float4(0.7f, 0.7f, 0.7f, 1.0f);
	float4 finalColor = pin.fogFactor*texColor + (1 - pin.fogFactor)*fogColor;

	return finalColor;
}